Hey friend. Question, do you take suggestions for a slightly-immersion breaking bug that has never been addressed in ussep or Bug fixes sse? I tried to fix it myself but I do not have the skills to do that. Maybe you know how? Thanks in advance.
Alright so when the beast races "Khajiit and argonians" get killed/die from environmental reasons, their tails keep waving even after death. Like it stays up and moves around as if its still alive. It's really really dumb and idek why it's never been fixed by the Skyrim devs. I tried to address this by myself for a month or so, looking at tutorials on how I could possibly fix this via Xedit and CK. But I'm too inexperienced in modding.
oh sorry i wasn't clear. by environmental i meant when you see random dead khajiit caravaners/argonians on the road killed by giants and whatever their tails still wag. And whenever you kill any argonian or khajiit by yourself their tails still wag (if you want i can try to record and upload)
It seems like this is happening because in vanilla the tails are basically animated limbs so when the NPC loads it starts playing it's idle animation, but there is a mod that makes them actually have physics which should fix the issue. It's called HDT beast race tails, here is the link to it: https://www.nexusmods.com/skyrimspecialedition/mods/91811
Hi there, this is pretty interesting and I'll be giving it a go soon! Would you be able to post the difficulty multipliers you set it to or is there perhaps a way to view it ourselves? Cheers!
What about open world loot? Your mod shouldn't conflict with it as my understanding goes. It's about changing the setting options right? I tried to make difficulty more dynamic but never tweaked this specific issue I think
Should be compatible as it seems completely unrelated. My mod tweaks the damage multipliers of the enemies and the player, it's unrelated to the level of the enemies or encounter zones, or perks.
Yes, it will most likely be compatible because that mod seems to change NPC attributes using perks which is unrelated to the difficulty values my mod affects. As for esl conversion I guess I will do it later.
sseedit apply script esl validation AutoDifficultyIncrease.esp Can be turned into ESL by adding ESL flag in TES4 header REcord Header | REcord Flags | add esl save
if you have a save with the mod already installed not in esl version, you will need to remove it and do a clean save.
Never convert a mod already installed to esl mid-game.
26 comments
It requires FSMP so make sure it's installed.
can you share the source ?
and possiblely to convert to ESL?
apply script esl validation
AutoDifficultyIncrease.esp
Can be turned into ESL by adding ESL flag in TES4 header
REcord Header | REcord Flags | add esl
save
if you have a save with the mod already installed not in esl version, you will need to remove it and do a clean save.
Never convert a mod already installed to esl mid-game.